This module provides access to the BSD socket interface. This
module is generally more efficient than the String based network
functions in Network.Socket. For detailed documentation, consult
your favorite POSIX socket reference. All functions communicate
failures by converting the error number to System.IO.IOError.

Send data to a socket

Send data to the socket. The socket must be in a connected state.
Returns the number of bytes sent. Applications are responsible for
ensuring that all data has been sent.

Because a lazily generated ByteString may be arbitrarily long,
this function caps the amount it will attempt to send at 4MB. This
number is large (so it should not penalize performance on fast
networks), but not outrageously so (to avoid demanding lazily
computed data unnecessarily early). Before being sent, the lazy
ByteString will be converted to a list of strict ByteStrings
with toChunks; at most 1024 chunks will be sent. Unix only.

Send data to the socket. The socket must be in a connected
state. This function continues to send data until either all data
has been sent or an error occurs. If there is an error, an
exception is raised, and there is no way to determine how much data
was sent. Unix only.

Receive data from a socket

Receive data from the socket. The socket must be in a connected
state. Data is received on demand, in chunks; each chunk will be
sized to reflect the amount of data received by individual recv
calls.

All remaining data from the socket is consumed. When there is no
more data to be received, the receiving side of the socket is shut
down. If there is an error and an exception is thrown, the socket
is not shut down.

Receive data from the socket. The socket must be in a connected
state. This function may return fewer bytes than specified. If
the received data is longer than the specified length, it may be
discarded depending on the type of socket. This function may block
until a message arrives.